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Dps Focused Build "Burn-Dian"


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#1 Axel R

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Posted 06 December 2012 - 02:06 AM

Well first of all hello, this is my first post in the forums, nice to meet you all...

As the topic says I'm trying to make a build that focuses on sustaning Burn in a up-time frame as near as possible to the 100% and maybe some crits on the side....
I've experimented a lot with the build editor, until I reached this Build....

Well, here it is:
http://gw2skills.net...eEQ9j/UVYfuKoQA

Basicly the way I intend it to be is Starting either in Melee Range or Mid Range depending on the Number of enemies, depending mainly also on the SW I have Off-CD (Use Hammer for Range and Sword for Melee) or the Rank and using 1 of the Spirit Weapons (Not planning to use them both simultaneously since I mainly use them to apply Burn as much as possible, if my calculations aren't wrong, with all the Traits I applied, once a weapon enters cooldown the other one should be availible or almost availible to be summoned) so basicly I change from melee to ranged depending the situation, the enemy and other factors...

Now my question is, is this Build viable in PVE, including Dungeons and such and if so if it can perform good enough to not be frowned upon by your teammates?
I know there is another Forum for that but is it viable by any means in PvP (WvWvW, sPVP, Tourneys), if so please tell me to what extent?

#2 VicMorrow

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Posted 06 December 2012 - 03:50 AM

no condition remover? very bad for pve.

#3 GuanglaiKangyi

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Posted 06 December 2012 - 06:06 AM

View PostVicMorrow, on 06 December 2012 - 03:50 AM, said:

no condition remover? very bad for pve.

There's no conditions in PvE lol.

#4 SpelignErrir

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Posted 06 December 2012 - 06:08 AM

View PostVicMorrow, on 06 December 2012 - 03:50 AM, said:

no condition remover? very bad for pve.

PvE

Not

PvP

#5 Alyone

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Posted 06 December 2012 - 06:19 AM

View PostGuanglaiKangyi, on 06 December 2012 - 06:06 AM, said:

There's no conditions in PvE lol.
There's PLENTY of mobs who apply conditions lol. You could depend on your allies to remove these, but they might not always have an AOE one and they will prolly expect you to remove your own conditions before you die to them.

#6 SirGamesalot

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Posted 06 December 2012 - 06:24 AM

View PostAlyone, on 06 December 2012 - 06:19 AM, said:

There's PLENTY of mobs who apply conditions lol. You could depend on your allies to remove these, but they might not always have an AOE one and they will prolly expect you to remove your own conditions before you die to them.

But no mobs apply enough conditions to actually do any notable dmg.

You should have condi removal though, especially when fighting things like the mad king who fears you off the cliff. I mostly use condiremoval for imob though.

#7 Axel R

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Posted 06 December 2012 - 09:01 AM

Well, I swapped Judge's Intervention for Smite Condition, what else is there, is it solid enough now?

http://gw2skills.net...eEQ9j/UVYfuKoQA

#8 VicMorrow

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Posted 06 December 2012 - 09:22 AM

maybe you should use signet heal + inscribe removal to remove condition. supreme justice not worth since you might want to capitalize renewed justice. better drop 10 from radiance and max virtue. get permeating wrath + absolute resolution.

i think better to switch spirit hammer with smite than JI for pve. if you use 2 meditation you might need consider to get monk focus. try 10 25 30 00 05 or 10 20 30 00 10

fyi, torch skill does not set you on fire. inner fire only proc when some1 burns you.

#9 Br0barian

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Posted 06 December 2012 - 04:34 PM

Interesting build, however, IMO this is bad for Dungeons in that there are other classes who will out DPS you so your better off going more support. You can still do substantial DPS while at the same time giving HUGE support/survivability to your group as a Guardian. I just think that our support abilities are too much of a game changer to not use. Now, unless your in a group with another Guardian, go for it, but if your the only Guardian in the group, switch it up. I run with a Necro/ Ranger/ENg/ and another guardian. The other Guardian in my group uses a DPS build, and until I got to 80, they had issues in Dungeons, skipping mobs and dieing a lot. Now we clear everything handily and quickly. I think that the Staff number 4 ability Empower is the single best ability we have, I would never run without a Staff and being able to apply 15 + stacks of might to the whole group to increase everyone's DPS considerably, is a lot more beneficial then increasing your own DPS by small margins. This build isn't bad, I just don't think that you would be utilizing the most outstanding abilities Guardians have, having said that if your group has another guardian, then I would try it to see how viable it is. Make sure your good at dodge too.

View PostGuanglaiKangyi, on 06 December 2012 - 06:06 AM, said:

There's no conditions in PvE lol.

I find that almost every mob in TA puts poison, cripple, vunerability on you. CoF, AC, lots of conditions too. Although they might not be inflicting huge amounts of damage, there are plenty of Dungeon mobs that apply conditions.

Edited by Br0barian, 06 December 2012 - 04:32 PM.


#10 GuanglaiKangyi

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Posted 06 December 2012 - 04:45 PM

View PostBr0barian, on 06 December 2012 - 04:34 PM, said:

Interesting build, however, IMO this is bad for Dungeons in that there are other classes who will out DPS you so your better off going more support. You can still do substantial DPS while at the same time giving HUGE support/survivability to your group as a Guardian. I just think that our support abilities are too much of a game changer to not use. Now, unless your in a group with another Guardian, go for it, but if your the only Guardian in the group, switch it up. I run with a Necro/ Ranger/ENg/ and another guardian. The other Guardian in my group uses a DPS build, and until I got to 80, they had issues in Dungeons, skipping mobs and dieing a lot. Now we clear everything handily and quickly. I think that the Staff number 4 ability Empower is the single best ability we have, I would never run without a Staff and being able to apply 15 + stacks of might to the whole group to increase everyone's DPS considerably, is a lot more beneficial then increasing your own DPS by small margins. This build isn't bad, I just don't think that you would be utilizing the most outstanding abilities Guardians have, having said that if your group has another guardian, then I would try it to see how viable it is. Make sure your good at dodge too.


I find that almost every mob in TA puts poison, cripple, vunerability on you. CoF, AC, lots of conditions too. Although they might not be inflicting huge amounts of damage, there are plenty of Dungeon mobs that apply conditions.

I don't remember any conditions in any of those dungeons.  None that made any sort of difference anyway.  The only dungeon where I'd bring condition removal is HOTW due to the constant chill.  The rest are negligible.  Bit of poison or burn here or there that doesn't add up to anything.  As a result I'd actually advise against taking out Judge's Intervention for Smite Condition, since stun break is more important than condition removal in PvE.

#11 Axel R

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Posted 06 December 2012 - 11:21 PM

View PostVicMorrow, on 06 December 2012 - 09:22 AM, said:

maybe you should use signet heal + inscribe removal to remove condition. supreme justice not worth since you might want to capitalize renewed justice. better drop 10 from radiance and max virtue. get permeating wrath + absolute resolution.

i think better to switch spirit hammer with smite than JI for pve. if you use 2 meditation you might need consider to get monk focus. try 10 25 30 00 05 or 10 20 30 00 10

fyi, torch skill does not set you on fire. inner fire only proc when some1 burns you.

Well thanks for pointing out the inf about Inner Fire, but beside that your advice is kind of misplaced, I explained  that I need BOTH S. Hammer + S. Sword to have a summoned spirit weapon all the time so i can only spare the third slot for the "Wild Card" utility which I guess I can change to match the encounter, I can't afford putting the Meditation traits without destroying the build since it's greatly based on Burn and the fully upgraded S. Weapons are a huge asset in both extra damage and they keep high Burn uptime for me too... besides I intend to use Hammer when i go Ranged with Scepter, Knockdown helps kiting better.....
Also I use Shelter because it gives me Block which help me mitigate damage at Melee Range when it's when you most need those heals AND procs Defender's Flame, which is a Fair tradoff for the less amount healed by it, besides i think the signet sucks, the passive ability sounds good on paper but if you think about it, it tick every 10 seconds, which I believe rarely be in the right time to cleanse a condition, they should do it tick every 3-5 seconds to be actually GOOD ability at condition removal the way conditions are made in gw2, overall it rounds up to a bulkier heal, which is good if you're getting lot's of damage from range but then I believe Shelter's block effect kind of helps to mitigate the rest of the damage that would be healed by the signet anyway....
For condition heavy fights I guess I'll just use the Spirit Bow and otherwise stick to Judge's intervention, only question is what should I replace Inner Fire with?
Also about Supreme Justice, againist Veteran, Chamions and up I probably won't Activate Justice until they are almost dead since it takes long to take them down, Active justice can be used as the last push of Dps to smack then down, since the most challenging part of Pve is bosses so, I'd like to use the 4-instead-5 upgrade, also Supreme justice makes the Active Justice Burn longer too so that Trait is a win-win for all situations I think....

View PostBr0barian, on 06 December 2012 - 04:34 PM, said:

Interesting build, however, IMO this is bad for Dungeons in that there are other classes who will out DPS you so your better off going more support. You can still do substantial DPS while at the same time giving HUGE support/survivability to your group as a Guardian. I just think that our support abilities are too much of a game changer to not use. Now, unless your in a group with another Guardian, go for it, but if your the only Guardian in the group, switch it up. I run with a Necro/ Ranger/ENg/ and another guardian. The other Guardian in my group uses a DPS build, and until I got to 80, they had issues in Dungeons, skipping mobs and dieing a lot. Now we clear everything handily and quickly. I think that the Staff number 4 ability Empower is the single best ability we have, I would never run without a Staff and being able to apply 15 + stacks of might to the whole group to increase everyone's DPS considerably, is a lot more beneficial then increasing your own DPS by small margins. This build isn't bad, I just don't think that you would be utilizing the most outstanding abilities Guardians have, having said that if your group has another guardian, then I would try it to see how viable it is. Make sure your good at dodge too.


I find that almost every mob in TA puts poison, cripple, vunerability on you. CoF, AC, lots of conditions too. Although they might not be inflicting huge amounts of damage, there are plenty of Dungeon mobs that apply conditions.

I know that I can use a Hammer(or Greatsword)/Staff Beefy supporter but it's not the why I opened this thread, I know you mean well and all so no offense, I just want to try this Build first, also you stated that "Other classes will out-damage you anyway"...
that statement is right but it doesn't means people cn't have fun playing a Damage-Focused Guardian just because Warriors exist,
if any GW2 offers versatility, there is nothing set on stone like in WoW, at lest for starts I'd like to play a build I enjoy and see it's viability before going into mainstream builds or so

View PostGuanglaiKangyi, on 06 December 2012 - 04:45 PM, said:

I don't remember any conditions in any of those dungeons.  None that made any sort of difference anyway.  The only dungeon where I'd bring condition removal is HOTW due to the constant chill.  The rest are negligible.  Bit of poison or burn here or there that doesn't add up to anything.  As a result I'd actually advise against taking out Judge's Intervention for Smite Condition, since stun break is more important than condition removal in PvE.

I guess I can swap btween Judge's Interventon and Bow of Truth when I need either

#12 farkov47

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Posted 07 December 2012 - 05:27 AM

Your Spirit Weapon uptime is kinda low compared to the recharge. Until they fix that, I won't use any other Spirit Weapon than the sword.

If you want to burn, consider swapping Spirit Hammer out for the Cleansing Fire, much better since it is AoE and lays a combo field + condition removal that offers more utility that 'pop a mole' spirit ever will.

Also, Shattered Aegis - Zeal Trait
Broken Aegis = Burn
Activation of Courage Virtue will grant Aegis boon to your party - more burning.
Renewed Elite would lead to more burning that Tome of Wrath will, considering how many of your skills would've recharged by the time the tome duration ends.

Justice = Burn x 5 in party
Courage = Burn x 5 in party

I always pick Renewed Focus over any elite - especially if you have Inspired Virtue trait.

Edited by farkov47, 07 December 2012 - 05:40 AM.


#13 Majic

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Posted 07 December 2012 - 06:27 AM

Conditional Approval

No conditions in PVE? I guess someone forgot to send Risen Plague Carriers the memo, along with just about everything else in Orr, as well as Hyleks with their long-ranged machinegun poison stacking (I ended a fight with THREE MINUTES of poison stacked on me once -- and no condition remover, btw) and the swarms of Branded Devourers that can easily stack 25 bleeds on you if you get focus-fired during a DE. And that's not even mentioning all the mobs that spam and stack chills, cripples, weakness, etc.

Such are the hazards of leaving the starter zones. :P

As for burn-focused Guardianing, I got bored of my tanky Greatsword Guardian (VERY hard to kill, as designed, but not a fast killer himself) and decided to add a DPS Guardian to my large and growing character roster.

In starting fresh, I found myself pleasantly surprised by the Scepter. Yes, the Scepter. The weapon oh so many Guardians complain about so bitterly.

The Magic Wand

The projectiles are very slow, but with a power/precision build, they hit like a truck. Moreover, the Scepter has a high rate of fire, high enough that the passive on VoJ triggers flames quite nicely just on the autoattack. With Smite it just gets better.

And with an offhand Torch, now the party really gets jumping. With both Torch skills on 15-second cooldowns (or 12.75 secs if you trait for it), it's possible to keep every mob nearby burning just popping Zealot's Flame for the AoE burn, followed by Cleansing Flame which -- like the Scepter skills -- procs the VoJ passive multiple times and applies burning to everything in its AoE.

I've been finding that even with all the burning, I really like pumping power for the brute force and ability to quickly destroy objects. Scepter #2 Smite eats objects for breakfast, which is very handy for a wide variety of DEs, and the high direct damage is great for rapidly dispatching mobs as well.

With burning stacked on, the DPS is very impressive.

Home On The Range

I have a glass Rifle Warrior and glass Shortbow Ranger, and find my Scepter Guardian's ranged DPS to be quite competitive to theirs -- possibly superior if we start the comparison from when the projectiles actually start hitting.

I love Renewed Justice and use it habitually on single mobs, but I've found the AoEs of Scepter/Torch work best when I leave VoJ passive and stack its burns with Zealot's Flame. Combined with Smite and Cleansing Flame, I can really brighten up DEs with all those pretty blue and yellow flames.

My own "Burndian" is only level 63 atm, and I'm still dialing in the details. I'm favoring Carrion gear more and more, for example, now that it's available. It also remains to be seen how well the damage output will scale. At 63 I can often kill melee mobs with just active VoJ and the Scepter autoattack before they can run up to melee range tap my Aegis, but I'm sure that will change when I hit Orr.

As my alt weapon set, I carry Mace/Focus for tanking, but almost never use it. "Kiting and Smiting" with the Scepter and all the burning I do is so much faster than plodding away with the Mace, works well against large groups and with Carrion gear I don't even need to kite very well to stay nice and healthy.

Anyway, YMMV. But I will add that with Signets (I'm trying all Signets for this toon's healing and utilities for now, versus Shouts for my tanky Guardian), Perfect Inscriptions and Inscribed Removal, you get a LOT of condition removal.

Perfect for PVE. :lol:





P.S. Renewed Focus is definitely best elite in my opinion. Being able to pop all virtues then immediately recharge and get their passives back is godly. :cool:

#14 Br0barian

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Posted 07 December 2012 - 03:27 PM

View PostMajic, on 07 December 2012 - 06:27 AM, said:

Conditional Approval

No conditions in PVE? I guess someone forgot to send Risen Plague Carriers the memo, along with just about everything else in Orr, as well as Hyleks with their long-ranged machinegun poison stacking (I ended a fight with THREE MINUTES of poison stacked on me once -- and no condition remover, btw) and the swarms of Branded Devourers that can easily stack 25 bleeds on you if you get focus-fired during a DE. And that's not even mentioning all the mobs that spam and stack chills, cripples, weakness, etc.

Such are the hazards of leaving the starter zones. :P

As for burn-focused Guardianing, I got bored of my tanky Greatsword Guardian (VERY hard to kill, as designed, but not a fast killer himself) and decided to add a DPS Guardian to my large and growing character roster.

In starting fresh, I found myself pleasantly surprised by the Scepter. Yes, the Scepter. The weapon oh so many Guardians complain about so bitterly.

The Magic Wand

The projectiles are very slow, but with a power/precision build, they hit like a truck. Moreover, the Scepter has a high rate of fire, high enough that the passive on VoJ triggers flames quite nicely just on the autoattack. With Smite it just gets better.

And with an offhand Torch, now the party really gets jumping. With both Torch skills on 15-second cooldowns (or 12.75 secs if you trait for it), it's possible to keep every mob nearby burning just popping Zealot's Flame for the AoE burn, followed by Cleansing Flame which -- like the Scepter skills -- procs the VoJ passive multiple times and applies burning to everything in its AoE.

I've been finding that even with all the burning, I really like pumping power for the brute force and ability to quickly destroy objects. Scepter #2 Smite eats objects for breakfast, which is very handy for a wide variety of DEs, and the high direct damage is great for rapidly dispatching mobs as well.

With burning stacked on, the DPS is very impressive.

Home On The Range

I have a glass Rifle Warrior and glass Shortbow Ranger, and find my Scepter Guardian's ranged DPS to be quite competitive to theirs -- possibly superior if we start the comparison from when the projectiles actually start hitting.

I love Renewed Justice and use it habitually on single mobs, but I've found the AoEs of Scepter/Torch work best when I leave VoJ passive and stack its burns with Zealot's Flame. Combined with Smite and Cleansing Flame, I can really brighten up DEs with all those pretty blue and yellow flames.

My own "Burndian" is only level 63 atm, and I'm still dialing in the details. I'm favoring Carrion gear more and more, for example, now that it's available. It also remains to be seen how well the damage output will scale. At 63 I can often kill melee mobs with just active VoJ and the Scepter autoattack before they can run up to melee range tap my Aegis, but I'm sure that will change when I hit Orr.

As my alt weapon set, I carry Mace/Focus for tanking, but almost never use it. "Kiting and Smiting" with the Scepter and all the burning I do is so much faster than plodding away with the Mace, works well against large groups and with Carrion gear I don't even need to kite very well to stay nice and healthy.

Anyway, YMMV. But I will add that with Signets (I'm trying all Signets for this toon's healing and utilities for now, versus Shouts for my tanky Guardian), Perfect Inscriptions and Inscribed Removal, you get a LOT of condition removal.

Perfect for PVE. :lol:





P.S. Renewed Focus is definitely best elite in my opinion. Being able to pop all virtues then immediately recharge and get their passives back is godly. :cool:

+1 this. I was farming Orr last night and tried a burn build with scepter torch. I found the same results. Scepter is dominant an hits like a truck. I also tried the Norn Wolf form for the first time. All I have to say is WOW! The leap hits for around 3k, nice aoe heal and the 1 and 2 skills are nice as well as the 3 skill fear.

Edited by Br0barian, 07 December 2012 - 03:30 PM.


#15 Axel R

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Posted 07 December 2012 - 08:09 PM

View Postfarkov47, on 07 December 2012 - 05:27 AM, said:

Your Spirit Weapon uptime is kinda low compared to the recharge. Until they fix that, I won't use any other Spirit Weapon than the sword.

If you want to burn, consider swapping Spirit Hammer out for the Cleansing Fire, much better since it is AoE and lays a combo field + condition removal that offers more utility that 'pop a mole' spirit ever will.

Also, Shattered Aegis - Zeal Trait
Broken Aegis = Burn
Activation of Courage Virtue will grant Aegis boon to your party - more burning.
Renewed Elite would lead to more burning that Tome of Wrath will, considering how many of your skills would've recharged by the time the tome duration ends.

Justice = Burn x 5 in party
Courage = Burn x 5 in party

I always pick Renewed Focus over any elite - especially if you have Inspired Virtue trait.

First of all you may have misunderstood, I don't have any intentions on popping both Sword and Hammer toghether.... If not, you were talking without making calculations mate, no offense but I made this Math here(I'm taking in account that the spirit Weapons are fully Traited as it appears in my build):

1) Pop Hammer for it's 30sec Duration
2) Hammer enters it's 36sec CD
3) Pop Sword for it's 45sec Duration
4) Sword enters it's 24sec CD
5) Repeat from step 1

As you see, the improved duration last longer than the weapon's CDs, as 1 of the Spirit Weapons enter CD the other one will be off it by that time so I can keep summoning Sword after Hammer in a chain without a sweat..

And by Cleansing Flames I guess you mean Purging Flames, then also no, it's not so good enough for me as a condition removal because it only cleanses conditions in a very little area that some people may not notice or just won't be enable to reach sometimes, I prefer a more mobile condition remover and Bow of Truth suits that just fine in that, it dures 30 second and remove conditions over and over while keeping mobility, the Burn also is nice but Judge's Intervention just suits much more my build since it grants me a quick Transition from Range to Melee combat if I need it and it Burns as well...
Also the way my build is Aegis haven't really that much uptime and it comes on account of my -20% S. Weapons Recharge time my build depend so much upon mate, even when it's up I still have Defenders Flame so it will cause Aegis to Burn anyway so i don't see it necessary....

Overall thanks for your advice, but I can't find something useful there for my build...



View PostMajic, on 07 December 2012 - 06:27 AM, said:

Conditional Approval

No conditions in PVE? I guess someone forgot to send Risen Plague Carriers the memo, along with just about everything else in Orr, as well as Hyleks with their long-ranged machinegun poison stacking (I ended a fight with THREE MINUTES of poison stacked on me once -- and no condition remover, btw) and the swarms of Branded Devourers that can easily stack 25 bleeds on you if you get focus-fired during a DE. And that's not even mentioning all the mobs that spam and stack chills, cripples, weakness, etc.

Such are the hazards of leaving the starter zones. :P

As for burn-focused Guardianing, I got bored of my tanky Greatsword Guardian (VERY hard to kill, as designed, but not a fast killer himself) and decided to add a DPS Guardian to my large and growing character roster.

In starting fresh, I found myself pleasantly surprised by the Scepter. Yes, the Scepter. The weapon oh so many Guardians complain about so bitterly.

The Magic Wand

The projectiles are very slow, but with a power/precision build, they hit like a truck. Moreover, the Scepter has a high rate of fire, high enough that the passive on VoJ triggers flames quite nicely just on the autoattack. With Smite it just gets better.

And with an offhand Torch, now the party really gets jumping. With both Torch skills on 15-second cooldowns (or 12.75 secs if you trait for it), it's possible to keep every mob nearby burning just popping Zealot's Flame for the AoE burn, followed by Cleansing Flame which -- like the Scepter skills -- procs the VoJ passive multiple times and applies burning to everything in its AoE.

I've been finding that even with all the burning, I really like pumping power for the brute force and ability to quickly destroy objects. Scepter #2 Smite eats objects for breakfast, which is very handy for a wide variety of DEs, and the high direct damage is great for rapidly dispatching mobs as well.

With burning stacked on, the DPS is very impressive.

Home On The Range

I have a glass Rifle Warrior and glass Shortbow Ranger, and find my Scepter Guardian's ranged DPS to be quite competitive to theirs -- possibly superior if we start the comparison from when the projectiles actually start hitting.

I love Renewed Justice and use it habitually on single mobs, but I've found the AoEs of Scepter/Torch work best when I leave VoJ passive and stack its burns with Zealot's Flame. Combined with Smite and Cleansing Flame, I can really brighten up DEs with all those pretty blue and yellow flames.

My own "Burndian" is only level 63 atm, and I'm still dialing in the details. I'm favoring Carrion gear more and more, for example, now that it's available. It also remains to be seen how well the damage output will scale. At 63 I can often kill melee mobs with just active VoJ and the Scepter autoattack before they can run up to melee range tap my Aegis, but I'm sure that will change when I hit Orr.

As my alt weapon set, I carry Mace/Focus for tanking, but almost never use it. "Kiting and Smiting" with the Scepter and all the burning I do is so much faster than plodding away with the Mace, works well against large groups and with Carrion gear I don't even need to kite very well to stay nice and healthy.

Anyway, YMMV. But I will add that with Signets (I'm trying all Signets for this toon's healing and utilities for now, versus Shouts for my tanky Guardian), Perfect Inscriptions and Inscribed Removal, you get a LOT of condition removal.

Perfect for PVE. :lol:





P.S. Renewed Focus is definitely best elite in my opinion. Being able to pop all virtues then immediately recharge and get their passives back is godly. :cool:

You really gave me some good advice here, I was kinda contemplating if my Current W. Set elections were the right ones for the build, but yours are just spot on, I'll change to Main S/T and Secondary M/F, I'm sure it'll work wonders too....

#16 indure

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Posted 11 December 2012 - 07:26 PM

View PostAxel R, on 06 December 2012 - 02:06 AM, said:

Now my question is, is this Build viable in PVE, including Dungeons and such and if so if it can perform good enough to not be frowned upon by your teammates?
I know there is another Forum for that but is it viable by any means in PvP (WvWvW, sPVP, Tourneys), if so please tell me to what extent?

For the build in general, Defenders Flame and Inner Fire aren't very good investments, since you will rarely have burning damage on you and you will block 1-2 times max per minute (shelter aside). Also, you will have plenty of sources for applying burning and IMO Defenders Flame will be overkill.

For PVE dungeons, I have two concerns. One, your burning build will significantly under-perform in group content if you have another class that applies burning. Burning stacks in duration and only one source can be applied at a time. Meaning if you are group with another Guardian or Elementalist, then they will be constantly blocking your damage and severely handicapping your damage output. This isn't a big deal if you are offering your group, strong support or aggro management.

Which brings me to my next concern, that your build doesn't provide either. Your support skills are very low, especially for a Guardian. And although armor can change things, you will most likely end up as a back-line, glass cannon since you gain little defensive help from traits and heavy defensive-attribute investment will hurt your burning damage. There is nothing wrong with being a ranged glass-cannon, but keep in mind that your build offers very little else to your party and if there is another burning class you can't even offer high damage.




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